/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "backends/graphics/opengl/framebuffer.h" #include "backends/graphics/opengl/pipelines/pipeline.h" #include "backends/graphics/opengl/texture.h" #include "graphics/opengl/debug.h" namespace OpenGL { Framebuffer::Framebuffer() : _viewport(), _projectionMatrix(), _pipeline(nullptr), _clearColor(), _blendState(kBlendModeDisabled), _scissorTestState(false), _scissorBox() { } void Framebuffer::activate(Pipeline *pipeline) { assert(pipeline); _pipeline = pipeline; applyViewport(); applyProjectionMatrix(); applyClearColor(); applyBlendState(); applyScissorTestState(); applyScissorBox(); activateInternal(); } void Framebuffer::deactivate() { deactivateInternal(); _pipeline = nullptr; } void Framebuffer::setClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { _clearColor[0] = r; _clearColor[1] = g; _clearColor[2] = b; _clearColor[3] = a; // Directly apply changes when we are active. if (isActive()) { applyClearColor(); } } void Framebuffer::enableBlend(BlendMode mode) { _blendState = mode; // Directly apply changes when we are active. if (isActive()) { applyBlendState(); } } void Framebuffer::enableScissorTest(bool enable) { _scissorTestState = enable; // Directly apply changes when we are active. if (isActive()) { applyScissorTestState(); } } void Framebuffer::setScissorBox(GLint x, GLint y, GLsizei w, GLsizei h) { _scissorBox[0] = x; _scissorBox[1] = y; _scissorBox[2] = w; _scissorBox[3] = h; // Directly apply changes when we are active. if (isActive()) { applyScissorBox(); } } void Framebuffer::applyViewport() { GL_CALL(glViewport(_viewport[0], _viewport[1], _viewport[2], _viewport[3])); } void Framebuffer::applyProjectionMatrix() { assert(_pipeline); _pipeline->setProjectionMatrix(_projectionMatrix); } void Framebuffer::applyClearColor() { GL_CALL(glClearColor(_clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3])); } void Framebuffer::applyBlendState() { switch (_blendState) { case kBlendModeDisabled: GL_CALL(glDisable(GL_BLEND)); break; case kBlendModeTraditionalTransparency: GL_CALL(glEnable(GL_BLEND)); GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); break; case kBlendModePremultipliedTransparency: GL_CALL(glEnable(GL_BLEND)); GL_CALL(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); break; default: break; } } void Framebuffer::applyScissorTestState() { if (_scissorTestState) { GL_CALL(glEnable(GL_SCISSOR_TEST)); } else { GL_CALL(glDisable(GL_SCISSOR_TEST)); } } void Framebuffer::applyScissorBox() { GL_CALL(glScissor(_scissorBox[0], _scissorBox[1], _scissorBox[2], _scissorBox[3])); } void Framebuffer::copyRenderStateFrom(const Framebuffer &other, uint copyMask) { if (copyMask & kCopyMaskClearColor) { memcpy(_clearColor, other._clearColor, sizeof(_clearColor)); } if (copyMask & kCopyMaskBlendState) { _blendState = other._blendState; } if (copyMask & kCopyMaskScissorState) { _scissorTestState = other._scissorTestState; } if (copyMask & kCopyMaskScissorBox) { memcpy(_scissorBox, other._scissorBox, sizeof(_scissorBox)); } if (isActive()) { applyClearColor(); applyBlendState(); applyScissorTestState(); applyScissorBox(); } } // // Backbuffer implementation // void Backbuffer::activateInternal() { #if !USE_FORCED_GLES if (OpenGLContext.framebufferObjectSupported) { GL_CALL(glBindFramebuffer(GL_FRAMEBUFFER, 0)); } #endif } void Backbuffer::setDimensions(uint width, uint height) { // Set viewport dimensions. _viewport[0] = 0; _viewport[1] = 0; _viewport[2] = width; _viewport[3] = height; // Setup orthogonal projection matrix. _projectionMatrix(0, 0) = 2.0f / width; _projectionMatrix(0, 1) = 0.0f; _projectionMatrix(0, 2) = 0.0f; _projectionMatrix(0, 3) = 0.0f; _projectionMatrix(1, 0) = 0.0f; _projectionMatrix(1, 1) = -2.0f / height; _projectionMatrix(1, 2) = 0.0f; _projectionMatrix(1, 3) = 0.0f; _projectionMatrix(2, 0) = 0.0f; _projectionMatrix(2, 1) = 0.0f; _projectionMatrix(2, 2) = 0.0f; _projectionMatrix(2, 3) = 0.0f; _projectionMatrix(3, 0) = -1.0f; _projectionMatrix(3, 1) = 1.0f; _projectionMatrix(3, 2) = 0.0f; _projectionMatrix(3, 3) = 1.0f; // Directly apply changes when we are active. if (isActive()) { applyViewport(); applyProjectionMatrix(); } } // // Render to texture target implementation // #if !USE_FORCED_GLES TextureTarget::TextureTarget() : _texture(new GLTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE)), _glFBO(0), _needUpdate(true) { } TextureTarget::~TextureTarget() { delete _texture; GL_CALL_SAFE(glDeleteFramebuffers, (1, &_glFBO)); } void TextureTarget::activateInternal() { // Allocate framebuffer object if necessary. if (!_glFBO) { GL_CALL(glGenFramebuffers(1, &_glFBO)); _needUpdate = true; } // Attach destination texture to FBO. GL_CALL(glBindFramebuffer(GL_FRAMEBUFFER, _glFBO)); // If required attach texture to FBO. if (_needUpdate) { GL_CALL(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getGLTexture(), 0)); _needUpdate = false; } } void TextureTarget::destroy() { GL_CALL(glDeleteFramebuffers(1, &_glFBO)); _glFBO = 0; _texture->destroy(); } void TextureTarget::create() { _texture->create(); _needUpdate = true; } bool TextureTarget::setSize(uint width, uint height) { if (!_texture->setSize(width, height)) { return false; } const uint texWidth = _texture->getWidth(); const uint texHeight = _texture->getHeight(); // Set viewport dimensions. _viewport[0] = 0; _viewport[1] = 0; _viewport[2] = texWidth; _viewport[3] = texHeight; // Setup orthogonal projection matrix. _projectionMatrix(0, 0) = 2.0f / texWidth; _projectionMatrix(0, 1) = 0.0f; _projectionMatrix(0, 2) = 0.0f; _projectionMatrix(0, 3) = 0.0f; _projectionMatrix(1, 0) = 0.0f; _projectionMatrix(1, 1) = 2.0f / texHeight; _projectionMatrix(1, 2) = 0.0f; _projectionMatrix(1, 3) = 0.0f; _projectionMatrix(2, 0) = 0.0f; _projectionMatrix(2, 1) = 0.0f; _projectionMatrix(2, 2) = 0.0f; _projectionMatrix(2, 3) = 0.0f; _projectionMatrix(3, 0) = -1.0f; _projectionMatrix(3, 1) = -1.0f; _projectionMatrix(3, 2) = 0.0f; _projectionMatrix(3, 3) = 1.0f; // Directly apply changes when we are active. if (isActive()) { applyViewport(); applyProjectionMatrix(); } return true; } #endif // !USE_FORCED_GLES } // End of namespace OpenGL